Dulrik wrote:
ObjectivistActivist wrote:
This is a terrible idea for so many, many reasons.
Feel free to elucidate.
The first and most significant reason is that this will only serve to widen the gap between the "can" and "cannots" in CRS. There's already a ton of people in the game who can't manage CRS as it is now, and a few people who find it to be a cake walk. Those few people are not going to be significantly hampered by an extra speed bump, whereas those who cannot manage to do relic raids now are never going to get through the third guardian.
The next reason it's a terrible idea is that if you really want to extend the duration of CRS events, there's much better ways to go about it. Altering the layout of the HQs is probably easier and more effective. It's always been a mystery to me why organizations whose entire purpose is made manifest in a single relic would put it right in front of their front door. Making it more like a maze to get to the inner guardian would add atmosphere and extend the time that raiders are actually required to be inside the HQ, not to mention giving defenders a better shot at the "running battle" style of defense that's used in CRS anyways. I mean, in books and movies, the protagonists attacking the enemy stronghold are never like "Hey, look at this. We kicked in the front gate and what we were looking for is right here! Whew. That was a lot easier than expected. Thank goodness for design flaws, eh boys?" They've got serious obstacles to overcome, puzzles to solve, swarms of guards to either fight or evade. That's what makes it interesting, and the same could be done in SK with relative ease.
The third reason it's a terrible idea is that it actually makes the job of debuffing an enemy cabal easier for those who already find CRS to be lacking in significant challenge. Taking an enemy relic on a one-relic guardian is not exactly challenging. If you can't even buff your guardian with enemy relics, then the job gets even easier for those coming to gank your stuff.
The fourth reason it's a terrible idea is that it adds yet more coin grinding for leadership characters who are often in a situation where they have enough coin grinding to do as it is. It's all fine and dandy to say "well, share the responsibility with the rest of the cabal" but the practical reality of the situation is it usually ends up falling to one or two people to keep the coffers full, and that burns them out quickly enough as it is. Adding another 6 obs to the bank draft every time there's an attack just puts in more downtime between PK events, creates burnout in leadership, and works against the stated purpose of the CRS system in the first pace. CRS is meant to encourage PvP conflict and provide a venue for it, not dissuade people from engaging in it.
Look, there's other reasons, but I've already got a wall of text here so I'm going to wrap this post up. Adding a third guardian isn't the way to fix CRS, from any angle. If the objective of this idea is to have enemy relics returnable more easily, a "win/loss" state does that more effectively and properly. If the goal is to provide better protection for cabal relics, there are design and build-level solutions that accomplish that objective more cleanly and effectively. If the objective is to extend CRS events, again build-level solutions are more effective and will not widen an already gaping chasm of difference between the "Cans" and "Cannots" in CRS.